Dedicated Experimental Server not handling over 125 players

Hey Guys,

I have a dedicated box which runs a few game servers including Rust Legacy & Experimental. But I have a problem with experimental once our server hits over 125 players it starts to bug out / lag.

I’m willing to try anything, I just want to get it fixed.

  • Yes the box can handle more than 125 players

Cheers, Prodigy

What are the stats on your box?

Processor 0:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 1:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 2:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 3:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 4:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 5:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 6:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Processor 7:Intel64 Family 6 Model 60 Stepping 3 GenuineIntel ~3500 MHz
Number of Physical Sockets:1
Number of Cores per Socket:8
Total Physical:16736 MB
Physical Available:14297 MB
Total Virtual:2097 MB
Total Virtual Free:2026 MB
Swap:33471 MB
Swap Used:2361 MB
Max Paging File Size on All Drives:16735 MB
Operating System: Windows Server 2008 R2 Standard 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.150316-1654)
Language: English (Regional Setting: English)
System Manufacturer: Supermicro
System Model: SYS-5038ML-H8TRF
BIOS: BIOS Date: 04/24/14 01:18:32 Ver: 04.06.05
Processor: Intel® Xeon® CPU E3-1241 v3 @ 3.50GHz (8 CPUs), ~3.5GHz
Memory: 16384MB RAM
Available OS Memory: 16344MB RAM
Page File: 2321MB used, 30364MB available
Windows Dir: C:\Windows
DirectX Version: DirectX 11
DX Setup Parameters: Not found
User DPI Setting: Using System DPI
System DPI Setting: 96 DPI (100 percent)
DWM DPI Scaling: Disabled
DxDiag Version: 6.01.7601.17514 64bit Unicode

What’s your network uplink like?

Do you have any other apps running on the server? Have you done any performance tuning on the server? If no and yes, it might just be the limit of what Rust can handle for your server.

You also might be experiencing the joy of what’s called shared bandwidth. If your datacenter has you on a pooled connection, the same network connection that gives you 200+ Mb up now might only give you 30 Mb up during peak hours. Keep an eye on your network performance when the server lags.

If not that, then you simply may have hit the limit for Rust. Try again after the next update. They’re always tuning optimization.

Apps: CSGO Server, RoK server, Legacy server, Teamspeak 3 server,

Kind of not really though, we do use firedeamon and set the affinities.

Ah okay, we did get ddos’d recently a lot.

But other servers (Including official) have much higher pop than that and don’t lag

There’s your problem. Your server is probably getting overloaded if you’re running five different games concurrently. An E3-1241 isn’t a bad CPU, but with only four real cores, you’ve got 5 distinct environments running in only 16 GB of memory. When GSPs do this, they’re usually using (1) virtualized systems on (2) better hardware (like dual E5s with 128 GB+ and SSD RAID storage).

The official servers aren’t also running three other games at the same time. :slight_smile:

But we’ve disabled all servers but experimental and its still the same issue.

Secondly there isnt that much stress on the CPU at most it doesn’t go above 30% usage

May not be a problem with your server - this update isn’t running too well performance wise.


Check the Rustafield site . Just wiped after 4 days.

"We’re wiping main

That’s right, I’m calling it, performance is fucking garbage on our main server. Both client and server FPS is shit, players are rubberbanding all over the place, and door / box response time is delayed to say the least. Therefore, at 5pm EST today, we will be wiping this shit and doing a new map seed."

spoke to them, its more fps performance issue